Compare Last Day of June prices across 50+ stores and find the best deal. Developed by Ovosonico. Published by 505 Games. Released on 8/31/2017. Available on PC. Genres: Adventure, Indie. Metacritic score: 75/100.

A wordless, hand-crafted adventure about grief and the impossible wish to undo one terrible day. Short, affecting, and visually unlike almost anything else on Steam.

Last Day of June is a third-person adventure game from Ovosonico that tells one small story with an almost frightening amount of care. There are no spoken words, no dialogue trees, no combat. You play as Carl, a man left behind after a car accident takes the person he loves most, and the game asks a question that quietly wrecks you: what if you could step into the memories of everyone who was there that day and change what happened? The answer, of course, is more complicated than you hope. The visual style is the first thing that earns trust. Characters have no faces, rendered instead with soft, rounded silhouettes that somehow communicate more raw emotion than a hundred photorealistic cutscenes. The world looks like a painting that decided to move, heavily indebted to the aesthetic of Steven Wilson's music video "Drive Home" (Wilson also contributes to the soundtrack, which is exactly as aching and atmospheric as that implies). If you are the kind of player who stops moving just to look at a sunset rendered in watercolor light, this game was made for you specifically. Gameplay is built around replaying a single afternoon through four different perspectives, each belonging to a neighbor whose small decision ripples into the accident. You solve gentle puzzles by switching between timelines and adjusting what each character does, creating a chain of cause and effect. The mechanics are never difficult. A few players will find this frustrating, expecting something meatier from a game that calls itself an adventure. That critique is fair but slightly beside the point. Last Day of June is paced like a short film. It wants you present and feeling, not hunting inventory combinations. The puzzles exist to give your hands something to do while your chest tightens. Runtime sits at roughly four to six hours, and that length is one of the game's genuine strengths. It does not overstay. The ending, which I will not touch here, has divided players enough that the Steam review section reads like a small philosophy seminar on what stories owe their audience. I think the ending is honest. Others find it unsatisfying. That tension alone suggests the game is doing something worth arguing about, which is more than most titles twice its size manage. Where Last Day of June stumbles slightly is in the middle act, where the puzzle loop starts to feel circular before the emotional climax recontextualizes it. First-time players may hit a moment of mild tedium about two-thirds through, just before the game earns everything back. Also worth noting: there is no meaningful replay value once the credits roll. You come, you feel things, you leave. Whether that is a flaw depends entirely on what you ask games to be. This one is for players who treat certain games the way they treat a particular album: something to experience in one sitting, lights low, headphones on. It is a small game made with evident love, and it knows exactly when to end. Kai, Scout Team

Last Day of June
AdventureIndie

Last Day of June

Aug 31, 2017Ovosonico505 Games
GamerScout Says

A wordless, hand-crafted adventure about grief and the impossible wish to undo one terrible day. Short, affecting, and visually unlike almost anything else on Steam.

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About Last Day of June

Last Day of June is a third-person adventure game from Ovosonico that tells one small story with an almost frightening amount of care. There are no spoken words, no dialogue trees, no combat. You play as Carl, a man left behind after a car accident takes the person he loves most, and the game asks a question that quietly wrecks you: what if you could step into the memories of everyone who was there that day and change what happened? The answer, of course, is more complicated than you hope. The visual style is the first thing that earns trust. Characters have no faces, rendered instead with soft, rounded silhouettes that somehow communicate more raw emotion than a hundred photorealistic cutscenes. The world looks like a painting that decided to move, heavily indebted to the aesthetic of Steven Wilson's music video "Drive Home" (Wilson also contributes to the soundtrack, which is exactly as aching and atmospheric as that implies). If you are the kind of player who stops moving just to look at a sunset rendered in watercolor light, this game was made for you specifically. Gameplay is built around replaying a single afternoon through four different perspectives, each belonging to a neighbor whose small decision ripples into the accident. You solve gentle puzzles by switching between timelines and adjusting what each character does, creating a chain of cause and effect. The mechanics are never difficult. A few players will find this frustrating, expecting something meatier from a game that calls itself an adventure. That critique is fair but slightly beside the point. Last Day of June is paced like a short film. It wants you present and feeling, not hunting inventory combinations. The puzzles exist to give your hands something to do while your chest tightens. Runtime sits at roughly four to six hours, and that length is one of the game's genuine strengths. It does not overstay. The ending, which I will not touch here, has divided players enough that the Steam review section reads like a small philosophy seminar on what stories owe their audience. I think the ending is honest. Others find it unsatisfying. That tension alone suggests the game is doing something worth arguing about, which is more than most titles twice its size manage. Where Last Day of June stumbles slightly is in the middle act, where the puzzle loop starts to feel circular before the emotional climax recontextualizes it. First-time players may hit a moment of mild tedium about two-thirds through, just before the game earns everything back. Also worth noting: there is no meaningful replay value once the credits roll. You come, you feel things, you leave. Whether that is a flaw depends entirely on what you ask games to be. This one is for players who treat certain games the way they treat a particular album: something to experience in one sitting, lights low, headphones on. It is a small game made with evident love, and it knows exactly when to end. Kai, Scout Team

Tags

steamGrief NarrativeWordless StorytellingTimeline PuzzlesCinematic AdventureSingle SittingPainterly Art StyleAtmospheric SoundtrackEmotional Story

System Requirements

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Reviews & Ratings

Metacritic
75
Steam
87%(4,658)

Game Info

Developer
Ovosonico
Publisher
505 Games
Release Date
Aug 31, 2017

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